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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Conger D. — Physics modelling for game programming |
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Ïðåäìåòíûé óêàçàòåëü |
Public member data 139—140
Public member function 160 475
Pyramids 424—425
Pyramids, spinning 119—124
Pyramids, three-sided 119—120 122
Pythagorean Theorem 42 61
Quaternions 221 223
Radial velocity 454—456
Radiation, ghost 461
radii 174
Rasterization 23 116
Rectangular solids 424—425
Red, green, blue (RGB) system 20
reference counting 133 141—143
ReferenceCount 138—139
RegisterClassEx() 488—489 491
Relativity, special 154
release() 26
Render() 377—378
Render() of basic_flyer 436
Render() of cloth 331—332
Render() of d3d_mesh 136—137
Render() of d3d_point_mass 162—163 171 199
Render() of d3d_rigid_body 233—234
Render() of point_mass 308—310 383 387—388
Render(), immersible_rigid_body 362
RenderFrame() 34 38 104 199 232—233 265 295 361—362
Rendering see also "2-D transformations and rendering"
Rendering meshes 131 136—137
Rendering, d3d_rigid_body object 232—234
Rendering, piece of cloth 326—331
reset() 379
RestoreDeviceObjects() 379—380
Restoring force of gravity 301—302
Restoring moment 427
Return statement 472
RGB (red, green, blue) system 20
right triangle 42
Right-hand operator 59
Right-handed coordinate system 45 110
Right-hend rule 63
Rigid bodies see also "Collisions of rigid bodies"
Rigid bodies, constrained 204—205
Rigid bodies, overview 5
Rigid bodies, restoring using point masses 380—386
Rigid body dynamics 201—234 see "3-D
Rigid body dynamics, center of mass 202—204
Rigid body dynamics, overview 201—202
Rigid body object 249 275 278—279 295 386
Rigid_body class 246
Rigid_body class and rolling 296
Rigid_body class and virtual functions 480
Rigid_body class, ConstantForce() 357
Rigid_body class, differentiating between impulse and constant forces 272 274—275 278
Rigid_body class, ecdefining rigid bodies using point masses 380—383
Rigid_body class, finding and handling collisions 252
Rigid_body class, lunar landers 456
Rise 151
Roadways, banked 413—414
Rockets 451—456
Rockets, getting into orbit 452—454
Rockets, how they work 451—452
Rockets, staying in orbit 454—455
Rockets, toward other planets 455—456
Rolling 295—296 434
Rotated point 89
RotateXYZ() 439
Rotation matrices 221—223
Rotational inertia 227 249 361
RotationalInertia() 361
Rotations, combining 95
Rotations, overview 5
Rudders 446
Scalar product see "Dot product"
Scalars 49 73—74 92
Scaling transformations, combining 95
Scope resolution oparator 476 479
SDK (Software Development Kit) 15
SetDataFormat() 390 395
SetMaterial() 128 137
setProperty() 398
SetTexture() 127—128 137
SetTransform() 118
SetupGeomentry() 444
SetupInputDevices() 395—396
SetViewPoint() 444
ShareMesh() 308
Ships end boats 423—432
Ships end boats, buoyancy of 423—424
Ships end boats, calculating hull volume 424—426
Ships end boats, currents and waves 430—432
Ships end boats, mass and virtual mass 427—429
Ships end boats, resistance 429—430
Ships end boats, stability of 426—427
Shock wave 345—347
ShowWindow() 491
Simplifying program initialization 367—371
Sizeof(WNDCLASSEX) setting 487
Skirt 421—422
SM_CXFULLSCREEN value 490
SM_CYFULLSCREEN value 490
Software development kit (SDK) 15
Spacecraft, Bussard ramjets 458
Spacecraft, dogfights 450—451
Spacecraft, flight simulators 433—444
Spacecraft, flight simulators, implementing 435—444
Spacecraft, flight simulators, overview 433—435
Spacecraft, hyperspace 461
Spacecraft, ion drives 457
Spacecraft, lunar landers 456
Spacecraft, nuclear plasma drives 458—459
Spacecraft, rockets 451—456
Spacecraft, rockets, getting into orbit 452—454
Spacecraft, rockets, how they work 451—452
Spacecraft, rockets, staying in orbit 454—455
Spacecraft, rockets, toward other planets 455—456
Spacecraft, time dilation 458—460
Spacecraft, warp drives and infinite improbability drives 461—462
Spacecraft, wormholes 461
Spatial partitioning 179—181
Special relativity 154
Specular color 128
Speed 155 458—460
Spheres, bounding 174—177 194 223 235—236 252 295
Spheres, collisions of 189—190
Spinning force 409
Spinning pyramid example 119—124
Spinning triangles 96—105
Spinning triangles, example 99—102 116—119
Spinning triangles, overview 96
Spinning triangles, rendering frames 104—105
Spinning triangles, setting up geometry 99—102
Spinning triangles, updating frames 102—104
Spinning triangles, using physics modeling framework 97—99
splash screen 37
Spring class 310—312
springs see also "Mass and spring systems"
Springs, compression limit 310
Springs, equations for 310
Springs, expansion limit 310
Springs, force of 315
Springs, overview 7
State variable 352
Statemants 471
Static vector_3d 196
Statically allocated arrays 102
Stopping distance 412
String theory 461
Structure's definition 19
structures 482—483
| SUCCEEDED macro 18
SumForces variable 278
Surface normal 334—335
SwapEffect 24
switch statement 264—265
SW_SHOWDEFAULT parameter 491
SW_SHOWMAXIMIZED parameter 491
SW_SHOWNORMAL parameter 491
System International (SI) 46
Tail rudders 423
Tangential acceleration 207 216—217
Tangential force 210 452
Tangential velocity 206 208 454 456
Tearing 22
Temperature, base and derived units 46
Temperature, English/metric conversions 47
Tensor 219
Tera(T) metric system prefix 48
tetrahedron 425—426
Texels 126
Texture coordinate 126
textures 126—128
Textures, creating from files 127
Textures, extracting 129—131
Textures, overview 126—127
Textures, setting 127—128
Texturing 125 128 163
TheApp variable 373
Three-sided pyramid drawing 122
throw statement 482
Thrust 447
Thrust, aircraft 449
Time, base and derived units 46
Time, dilation 458—460
Time, setting increments 264
TimeToUpdateFrame() 264
Tolerance 66
torque 407 409
Torque, 2-D rigid bodies 209—212
Torque, 3-D rigid bodies 217—220
Transformation matrices, setting 375—379
Transformations see also "2-D transformations and rendering" "3-D
Transformed vertices 99
TranslateMessage() 492
Transposing matrices 79
Transverse force 346—347
Transverse waves 344
Triangles 125
Triangles, 3-D spinning triangle example 116—119
Triangles, equilateral 425
Triangles, geometry of 8 41—43
Triangles, spinning 96—105
Triangles, spinning, example 99—102 116—119
Triangles, spinning, overview 96
Triangles, spinning, rendering frames 104—105
Triangles, spinning, setting up geometry 99—102
Triangles, spinning, updating frames 102—104
Triangles, spinning, using physics modeling framework 97—99
Trigonometric identities 89
TriSpin program 103
TriSpin.cpp 104
Try-catch statemant 84
Tuning cloth 331
TurnAngle data member 416
Turning force 413
Typecast functions 69
typedef statements 484
Unbuffered input 389
Unit matrix 72
Unit vectors 64—66 190 198
UNITS 46—49
Untransformed vertices 99
Update() of basic_flyer 437—439
Update() of cloth 326—329 332
Update() of d3d_point_mass 160—162 170
Update() of d3d_rigid_body 225 229—232 275—278
Update() of point_mass 308—310 385—386
Update() of point_mass_base 385—386
Update() of rigid_body 383 385—386
Update() of uninersible_rigid_body 353 357 362
Update(), car rotatation 421
Update(), updating fremes 196
UpdateFrame() 34 38 102—103
UpdateFrame() of cloth 329
UpdateFrame() of d3d_point_mass 169—170 194—196
UpdateFrame() of d3d_rigid_body object 228—232
UpdateFrame() of immersible_rigid_body 361—362
UpdateFrame() of rigid_body 278 295
UpdateFrame(), handling collisions 264—265
UpdateFrame(), spinning pyramids 121—122
UpdateFrame(), spinning triangles 118—119
Upgrading point masses 303—310
using statement 476
Utility functions 118
Vector classes, division operators 58—59
Vector classes, multiplication operators 58—59
Vectors 49—70
Vectors in Direct3D 69—70
Vectors, 2-D 420
Vectors, 3-D 420
Vectors, Addition Member Functions 55—56
Vectors, cross product 62—64
Vectors, dot product 60—62
Vectors, implementing in code 51—57
Vectors, implementing in code, overview 51—53
Vectors, implementing in code, vector addition and subtraction 53—57
Vectors, multiplication and division of by scalars 57—60
Vectors, orthogonal 62
Vectors, overview 8 49—51
Vectors, projection 66—69
Vectors, projection, bouncing off wall example 66—68
Vectors, projection, overview 66
Vectors, projection, Plug n'Chug 68—69
Vectors, subtraction member functions 55—56
Vectors, unit vectors 64—66
Vectors, vector calculus 216
Vectors, vector reflection 66
Vector_2d class 51—52
Vector_2d object 52
Vector_3d class 52—53 476
Vector_3d class, Norm() 176
Vector_3d class, Normalize() 198
Vector_3d class, NormSquared() 176—177
Vector_4d class 439
Velocity 149—152 346—347 410 414—415
Velocity vector 150 157 439
Velocity, equation for 149
Velocity, escape 455 457
Velocity, horizontal 270—271
Velocity, linear 157 295
Velocity, of satellite 454—455
Velocity, projected 190
Velocity, radial 454 456
Velocity, tangential 206 208 454 456
Velocity, vertical 270
Vertex buffer 30 102 104 118 120 380 410
VERTEX_TYPE_SPECIFIER 102
Vertical velocity 270
Vertices 99
ViewMatrix() 378—379
ViewMatrixDirty 377—378
Virtual mass 428—429
viscosity 338
Viscous drag 429
Visual C++ 56
Visual Studio, compiling programs using Directlnput 389
Visual Studio, creating projects 97
Visual Studio, initializing Direct3D 17—18
Visual Studio, using DirectX AppWizard with 27—28
Volume member 352
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